Larian Studios Details Its Use of Machine Learning for New Divinity Game

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, creating significant hype within the industry. However, follow-up statements from the studio's figurehead have added nuance to the narrative, focusing on the team's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a recent clarification, the studio's founder detailed that the developer is utilizing AI technology for specific supporting functions. These involve developing pitch decks, producing early-stage visual ideas, and drafting temporary copy.

Notably, Vincke emphasized that the final content in the game will be created solely by actual creatives. "Our team is creating every line ourselves," he stated.

Larian is constantly growing our roster of writers and are currently forming dedicated writer rooms.

Given that visual development is being specifically called out — we right now have 23 artistic staff and have roles to fill for additional artists.

All our efforts we do is incremental and focused on enabling creatives to spend more time on the creative process.

Any machine learning application implemented properly is a boost to a developer's process, not a substitute for their skill.

Addressing Concerns and Clarifying the Vision

The admission of AI usage initially provoked backlash among some the fanbase. In reaction, Vincke offered more elaboration on public forums.

"We use AI tools to gather inspiration, similar to we use search engines and reference books," he explained. "In the initial brainstorming phase we use it as a basic framework for layout which we then substitute with original concept art."

He added, "We've hired talent for their unique talent, not for their capacity to follow what a AI generates."

Three Pillars of Practical Application

Vincke had previously detailed the company's practical method to machine learning, grouping its use into key pillars:

  • Automation of Tedious Tasks: This includes motion capture cleaning, voice editing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to speedily create rough models of gameplay ideas to validate concepts ahead of expensive production.
  • Experimental Frontiers: Exploring how AI could in the future create emergent player agency, especially in simulating player-driven narratives in a detailed game universe.

He clearly affirmed that key artistic areas — like music composition — are are absolutely not fields where the studio is reducing creative input. On the contrary, Larian is expanding its staff in these precise positions.

"We are not launching a game with AI-generated content, and we are certainly not planning on reducing creatives to replace them with AI," Vincke stated definitively.

Jennifer Smith
Jennifer Smith

A digital artist and web developer passionate about blending aesthetics with functionality in modern web projects.